G/W Humans - Need improvements

Standard Deck Help forum

Posted on May 5, 2016, 9:37 a.m. by lolman12

Hi guys. I'm quite new to MTG and interested in Standard play. I like Green and White, therefore I have a made a GW Human clues deck.

I love my deck so far but there's a problem that I've noticed whilst playing with it. If I don't get a good opener I seem to either run out of cards or mana really fast. This occurs much more than I'd like. Most of the games are very one sided with either me or opponent in favor. So what, in your guys opinion, are the best ways to fix/improve my deck.

tldr; what cards are essential for G/W humans and how to fix mana/draw problems in G/W

Deck list:

Creatures: (30)

3x Dragon Hunter

4x Expedition Envoy

4x Thraben Inspector

4x Topplegeist

2x Consul's Lieutenant

4x Hanweir Militia Captain  Flip

4x Thalia's Lieutenant

3x Tireless Tracker

2x Sigarda, Heron's Grace

Enchantments: (9)

1x Always Watching (planning to get another)

2x Bound by Moonsilver

4x Stasis Snare

2x Ulvenwald Mysteries

Sorcery:

2x Declaration in Stone

Lands: (21)

10x Plains

3x Forest

3x Canopy Vista

3x Fortified Village

2x Westvale Abbey  Flip


Potential Sideboard:

Sorcery:

2x Angelic Purge

Enchantment:

2x Cryptolith Rite (should I add this into deck or sideboard?)

4x Silkwrap

Instant:

2x Make a Stand

2x Confront the Unknown (unsure about this card)

What I think I should add (please give advice whether it's a good idea to add these, and which ones should be sideboard or in deck):

Creatures:

4x Knight of the White Orchid

2x Odric, Lunarch Marshal

4x Veteran Warleader

Planeswalkers:

2x Nissa, Voice of Zendikar

1x Kytheon, Hero of Akros  Flip

1x Gideon, Ally of Zendikar

Instants:

4x Dromoka's Command

(is it necessary to have 4 planeswalkers in a deck such as this one?)

So essentially guys, how would you guys improve on this deck. If I were to add those cards above, the deck would contain above 75 cards, which seems way to huge. I'd have to swap some cards out.... but what?

My main problem is that I either run out of mana or cards to play unless I get a good opener. Are there decent cards to search my deck for lands or a draw mechanic. I know I've got clues, but sometimes they're hard to pull off and the mana problem stated above affects the clue mechanic as well.

Thanks for bearing with me guys,tldr; what cards are essential for G/W humans and how to fix mana/draw problems in G/W

itsbuzzi says... #2

Hey, decks I create I typically put 20 lands in it, but you may need more lands than this so adding lands might help you. The creatures such as Nissa, Vastwood Seer  Flip or other creatures that add lands to the battlefield. Perhaps check your mana curve (how many cards you are able to play charted by how much mana it takes to play them) to make sure it is low enough to work. Otherwise it looks like a decent deck.

May 5, 2016 2:39 p.m.

lolman12 says... #3

Didn't think of Nissa, Vastwood Seer  Flip. Thanks! Definitely a good card that would sort both of the problems I'm having. Thanks a lot!

May 5, 2016 7:08 p.m.

lolman12 says... #4

May 6, 2016 4:22 a.m.

itsbuzzi says... #5

lolman12 That's a lot of power you would be packing using them both. I can see why you would want them both, they both produce creatures and have their own buffs they give to all creatures. I would suggest using only one. Playtest with both and see which works better for you.

May 6, 2016 10:17 a.m.

TOOTS says... #6

Something i have found to work in a simiar build i have is (4)Servant of the Scale and (2)Lightwalker remove the dragon hunter and envoy. Also i believe Anafenza, Kin tree Spirit is good in this type of deck. Especially for longer games. More importantly it synergizes very well with Lightwalker and servant of scale, on top of thalia and the rest of the gang. As far as mana screw and card draw i don't believe they are your problem. Tracker and Inspectore should be enough. (I'm assuming here) I believe everything you play dies and you don't have enough midrange in the deck to play a longer game. So once the first fleet of humans is killed you dont have anymore. So in comes COCO. Collected Company will help stabilize if you are behind. As well as finish games and just be awesome in this deck.

May 6, 2016 1:52 p.m.

TOOTS says... #7

Oh and 4 Drom Comm in main deck. that card is just awesome for avoiding radiant flames or kozileks return. And synergizes well with Lightwalker and Servant of scale and the rest of the gang.

May 6, 2016 1:58 p.m.

This discussion has been closed